4,687 research outputs found

    Portal-based sound propagation for first-person computer games

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    First-person computer games are a popular modern video game genre. A new method is proposed, the Directional Propagation Cache, that takes adavntage of the very common portal spatial subdivision method to accelerate environmental acoustics simulation for first-person games, by caching sound propagation information between portals

    DESIGN AND EVALUATION OF PHYSICALLY INSPIRED MODELS OF  SOUND EFFECTS IN COMPUTER GAMES

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    Emerging technologies for learning (volume 2)

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    REGULATION OF THE INTERACTIVE DIGITAL MEDIA INDUSTRY IN SINGAPORE

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    The latest “buzz” in Singapore is interactive digital media (IDM), a diverse industry that includes technologies such as video games and interactive advertisements. In January this year, the Singapore government announced that it would target the IDM sector as one of the key growth areas for the future, and provide the infrastructure for Singapore to be educated in and exposed to this new technology.1 The Singapore government has openly committed to setting aside S$500 million over the next five years to develop this industry.2 And to deal with the social, technical, legal and regulatory implications of this industry, on 1 April 2007, the Singapore government also set up a high level advisory council which will make recommendations to the government on how these issues will be managed while keeping pace with the development of this industry in Singapore.3 While the Advisory Council on the Impact of New Media on Society4 studies and deliberates on the issues, the existing legal and regulatory framework that continues to apply to new media has been described as based on a “light touch” approach. This paper seeks to summarise the existing position in Singapore, and tries to describe the policies and philosophies behind the “light touch” approach as elucidated from the laws and regulations in Singapore

    Virtual Reality Games for Motor Rehabilitation

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    This paper presents a fuzzy logic based method to track user satisfaction without the need for devices to monitor users physiological conditions. User satisfaction is the key to any product’s acceptance; computer applications and video games provide a unique opportunity to provide a tailored environment for each user to better suit their needs. We have implemented a non-adaptive fuzzy logic model of emotion, based on the emotional component of the Fuzzy Logic Adaptive Model of Emotion (FLAME) proposed by El-Nasr, to estimate player emotion in UnrealTournament 2004. In this paper we describe the implementation of this system and present the results of one of several play tests. Our research contradicts the current literature that suggests physiological measurements are needed. We show that it is possible to use a software only method to estimate user emotion
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